Tuesday, March 19, 2013

Journal 7


 
  • Who are you, and what authority do you have on the topic of your project
My name is Matt Eaton, and I am in charge of the game design aspect of this particular project, so, although I am not in charge of the entire thing, I am in charge of what is arguably the most important part, or if not the most important part, the foundation, because the game is what everything else in the project sprouts from.  Essentially, I am an important piece of our group project, and like everyone else in the group, I am a lynch pin.  

  • How clear and consistent is your reasoning for why you want to make this project?
We talked about this in class, and since that moment, my answer hasn't changed.  I want to create this project in order to make a game that spurs imagination in people because I fear that we as a culture are severely lacking in imagination due to an influx of movies, video games, and the like, so children no longer have to "create" anymore, instead they're  just handed things.  The game I am designing is a tabletop RPG, or an "imagination" game, similar to games like "Mafia" and "Questions", or games that have a small amount of rules that allow the players to go about creating and telling a story.

  • What are you communicating with this project that the audience you are targeting doesn't already know?
I am communicating the idea that whether they know it or not, anyone can imagine, anyone can create their own stories and worlds, and together with a group, the can create a cooperative story.  On top of that, I hope that with the game I can encourage the idea of teamwork among the players and their characters.

  • How will people remember your project?
I hope people will remember my project as a fun and simple to learn game, that allows them to tell and create memorable stories and characters which they will be excited to talk about with their friends.  I want them to leave capstone night wanting to play another session of the game, and hopefully, if all goes according to plan, I can leave them with a free copy of the rules, so that they will always remember it and be able to play at least a very simple version of it.

  • What are you motivating people to do in your project?
I am motivating people to imagine and create the way they used to when they were children on the playground.  I am trying to recreate that spark in people that everyone seems to have when they are young, but seem to lose as they grow older.

  • How will you bring your project to life in the minds of the audience?
I plan to tell them about it in a handful of presentations, where I run through a quick five minute presentation of the game.  I am relatively charismatic and am excited about this project so I think  I will be able to pass my excitement onto them.  I also hope to be able to run at least a game or two during the capstone so that people who are interested can get a chance to play the game and see whether or not they like it.

I plan to focus more on explaining what a tabletop RPG is, because I found that some people didn't really grasp the idea, as well as explain what imagination games are and back up my position on why I think we're losing imagination this generation.  Also, I hope to briefly present my game to the class (it's fairly simple) so they can see some of the mechanics at work, and perhaps have a rule set that can be passed around the class.  

Other than that, I got mostly positive results from my answers. (I wasn't able to present in class due to sickness, although I did hear about some of the issues that occurred that day.)  Hopefully my changes will be good enough to make my presentation excellent.